The following material is an original work based off of designs from
MACROSS 7, a sequel to the original Japanese MACROSS TV series (which became
Robotech here in the U.S.). Please feel free to use, copy, and distribute it
as you see fit. All I ask is that you give proper credit to the author and
do not claim that it is your own work. Comments and suggestions are welcome.
PROGRESS-CLASS HEAVY CRUISER
RPG Stats by KAMIKAZI
([email protected])
Background info by SHADE
ETERNAL ([email protected])
BACKGROUND
In the aftermath of Space War 1, the UN Spacy was faced with the task of
rebuilding it's shattered fleet. The acquisition of the Zentraedi factory satellite
would ease that process considerably, but the Spacy need to decide the
type of fleet it would build. A Zentreadi style fleet of large ships would be
able to fight any rogue ship head to head, but would consume large amounts of
resources and crew. A smaller style, more suited to human crew, would be more maneuverable, and could potentially take less damage.
Ultimately, the argument was settled over the resource cost. It was felt
that with humanity's limited resources, a large number of smaller ships would be
versatile than a small number of large ships. In the future, once humanity had
expanded, perhaps the issue would be looked at again.
The Progress class cruiser, launched in 2015, was one of the first results of
the new doctrine. Smaller and more nimble than most Zentreadi warships, it was a
mix of Zentreadi weapons, human technology, and the Pinpoint Barrier system
developed on the Macross itself. It's mission objective was to act as an escort
for the Megaroad colony vessels and to battle other warships. However, there
were some flaws in this design.
The Progress's reactor system was problematic, the output often dropping
during mock engagements with other ships, and with the PPB system having a
higher priority, the beam weapon were left without power on several occasions.
As a stopgap fix, several beam cannons were removed, and replaced with less
power intensive, multipurpose autocannons, useable against ships and fighters
alike. In early 2023, the problem was finally solved, and the Improved Progress
class was introduced, with a revised weapon loadout and improved sensors.
Though not designed as a carrier, the Progress class was equipped with a pair
of external hangers, one one each side of the ship, which carried 48 Variable
Fighters. These were used primarily for the Progress' CAP.
In 2025, the I-Progress class was redesignated as light cruisers, in
anticipation of the Spacy Modernization program, which promised a Heavy Cruiser
design for the fleet. All I-Progress designations were changed from CG to LCG as
a result. In 2031, the Improved Progress-class ceased production, replaced by
the Normandy-class Heavy Cruiser, one of the results of the Spacy's
Modernization Program, and was completely replaced in active Fleets by 2042. Progress-class and the
Improved Progress-class can still be found throughout
human space, as part of colony fleets, and older Megaroad fleets still searching
for planets.
RPG STATS
Government: New Unity Government (Earth)
Ship Type: Light Cruiser
Class: Progress (CG)
Improved Progress (LCG)
Manufacturer: ORTEC Company/UN Spacy
- Crew: 1200 total
Notable Ships of Class:
- CG-23 UNS Advantage (Megaroad 8 Colony Fleet)
-
CG-25 UNS Endeavor (Megaroad 8 Colony Fleet)
-
CG-26 UNS Succession (Megaroad 8 Colony
Fleet)
-
CG-29 UNS Bear (Megaroad 8 Colony Fleet)
- LCG-109 UNS Sawshark (4th Galaxy Patrol, circa 2032)
- LCG-135 UNS Stallion (4th Galaxy Patrol, circa 2032)
- LCG-137 UNS Mustang (4th Galaxy Patrol, circa 2032)
- LCG-174 UNS Ice Tiger (4th Galaxy Patrol, circa 2032)
Naming: The original Progress was named for the progress the UN
Spacy had with Overtechnology since the end of the war. However, they quickly
ran out of names that had anything to do with progress, and switched over to
animal names as a result. The I-Progress class is sometimes called the
"Lion" class after the first of the Improved type, by people who noted
that all of the Improved Progresses had animal names.
MDC BY LOCATION:
(1) Main Body 37,000
(2) Command Tower 6,500
(2) Sensor Array (on top of Command Tower) 1250
(3) Main Engines/Power Plants (2) 7,000 each
(3) Secondary Engines (4) 2,500 each
(3) Small Guidance thrusters (40) 400 each
Main Cannons (4 or 6) 1000 each
Heavy Missile Launchers (2) 400 each
Anti-Warship Cannons (6 or 10) 300 each
Heavy Auto-Cannons (4 or 10) 300 each
Anti-Aircraft Missile Launchers (18) 250 each
Anti-Aircraft Laser Cannons (20) 300 each
Small Airlocks/Access Hatches (25) 250 each
Flight Deck Airlock (2) 500
Outer Hull (per 40ft area) 120
Interior walls (per 20ft) 20
(4) Pin Point Barriers (3) 2,500 each
NOTES:
- Depleting the MDC of the main body will put the cruiser out of
commission. All internal systems will shut down, including life support
and internal gravity. The ship itself will be an unsalvageable floating
wreck.
- Destroying the command tower will instantly kill the command staff and
deprive the ship of all forms of long range communications, radar and
targeting. The range and targeting capabilities of the secondary systems
are equal to that of a VF-4
Lightning. The ship can still operate, but is at -3 on initiative,
-3 to strike, and number of attacks per melee of the weapon systems are
reduced by half. Destroying the main sensory array atop the command
tower will have the same effect, but the command staff will not be killed
instantly.
- Depleting the MDC of the main engines will force the ship to rely on its
secondary engines. Depleting the MDC of the main engines AND secondary
engines will leave the ship adrift in space. If in an atmosphere, the
ship will crash (destruction of the main engines will render the
antigravity system useless due to loss of power).
- The Pinpoint Barriers regenerate at a rate of 1,250 MD per second (2,500
MD per melee round). If destroyed, a barrier will completely regenerate
within 2 seconds (1 melee rounds). See the Pinpoint
Barrier System entry for details.
SPEEDS:
- Speed (sublight): 0.20 speed of light (32,000 miles per second)
Speed (Auxiliary Drives): Mach 3
Space Fold: Range Unlimited (1 light year every 6 minutes)
Planet bound:
- Can land if necessary but not designed to maneuver in an atmosphere.
Can only land in a body of water (does not have landing gear).
- Maximum Range: Unlimited (estimated 20 year life span, which
can be extended with regular maintenance and overhauls)
STATISTICAL DATA:
- Length: 2079.52 feet (634 meters)
Weight: 320,000 tons (empty), 350,000 tons (Standard)
- Power System:
- ORTEC/General Galaxy Main reactor
- Fold System:
- ORTEC/Shinnakasu/General Galaxy Advanced Fold Cluster
- Sublight Drive:
- ORTEC/Centinel Impulse Drive Cluster
- Gravity Control System: Internal
Auxiliary Engine:
- Shinnakasu/Shinsei Industries/Agar Nuclear Pulse Rocket Motor Cluster
- Sensor System: Standard & Subspace Mass Detector
WEAPON SYSTEMS:
- MAIN LASER CANNONS (4) (6 in Improved Progress): The main weapon systems of the
Progress cruisers are four heavy laser cannons, mounted on
either side of the ship near the command tower facing forward. These cannons pack a punch equal to those used
by larger UN Spacy and Zentraedi vessels and make the Progress a foe to be reckoned with. Each laser can fire separately or together,
but can only fire at targets that are almost directly in front of the
cruiser (lasers can aim 10 degrees off the ship's centerline).
- PRIMARY PURPOSE: Heavy Assault
- SECONDARY PURPOSE: Anti-Warship
- RANGE: 100,000 miles (160,000 km)
- DAMAGE: 1D8x1000 M.D. per blast
- RATE OF FIRE: Unlimited. Will function so long as the
main engines are intact.
- HEAVY MISSILE LAUNCHERS (2): To back up the heavy lasers the Progress
cruisers are also armed with two heavy missile launcher
tubes that launch ICBM-like missiles at enemy ships. The missile tubes
resemble torpedo launchers and are mounted alongside the main laser
cannons on each side of the ship. The launchers contain long-range
nuclear or reflex missiles and are usually used only during assaults and
heavy combat.
The torpedo tubes are also linked via an elaborate loading system to
the main mecha bay of the warship. This allows the Progress cruisers
to use VF Rocket Sleds which allow fighters to
rapidly enter a planetary atmosphere without wasting fuel. Details on
these rockets can be found on the
UN Spacy Optional VF
Systems page.
- PRIMARY PURPOSE: Assault
- SECONDARY PURPOSE: Anti-Warship (Mecha Planetary Assault)
- RANGE: 3,000 miles (4824 km)
- SPEED: Mach 2+ (1340 mph/2140 kmph) in an atmosphere.
- DAMAGE: 4D6x1000 M.D.
- BLAST RADIUS: 3,000 feet (915 m)
- RATE OF FIRE: The rapid reload system used on the missile
launchers allows each tube to be loaded and fired once per round.
The launchers can fire both missiles and VF Assault Rockets at this
rapid rate.
- PAYLOAD: A typical battle carrier carries 20 missiles in
storage that can be readied for firing in about 30 minutes.
Additional missiles can be carried if deemed necessary, however.
The Progress will only be issued VF Rocket Sleds
for special missions, in which case they will be given 48 rockets
(enough for every VF carried).
- NOTE: These missiles CANNOT be used by variable fighters. Each
missile is approximately the same size as a VF-4
Lightning. Variable
fighters that require nuclear ordinance usually carry RMS-1 Anti-Warship long range
missiles.
- ANTI-WARSHIP CANNONS (6) (10 in Improved Progress): Progress
cruisers are also
armed with anti-warship cannons similar to Zentraedi concealed laser
cannons. Four (or six) of these lasers are mounted facing forward while two
(or four) are
mounted to the rear to attack enemies behind the ship. Like the main
laser cannons the anti-warship cannons have only a limited arc of fire
(15 degrees off centerline) and thus can only be used against ships to
the front or rear of the cruiser.
- PRIMARY PURPOSE: Assault
- SECONDARY PURPOSE: Anti-Warship
- RANGE: 100,000 miles (160,000 km)
- DAMAGE: 1D6x100 M.D. per shot
- RATE OF FIRE: Each cannon can fire twice per melee. The
cannons can fire individually or be combined with the heavy lasers
to fire a single volley.
- PAYLOAD: Unlimited.
- RETRACTABLE LASER TURRETS (14): As a final line of defense, the
cruiser has retractable laser turrets mounted at various strategic places
along the hull. These short-range lasers were apparently intended primarily
for anti-aircraft and anti-mecha defense, but can do moderate damage against
enemy spacecraft if they get too close. When not in use gun turrets are
concealed within the hull underneath a sliding hatch.
- PRIMARY PURPOSE: Defense
- SECONDARY PURPOSE: Anti-Aircraft
- RANGE: 4000 ft (1200 m)
- DAMAGE: 1D4x10 M.D.
- RATE OF FIRE: Each individual turret can fire four times per
melee. Turrets can be combined in any volley combination, but the minimum
number of turrets per volley is 4.
- PAYLOAD: Unlimited.
- MEDIUM MISSILE LAUNCHERS (18): For anti-aircraft defense the cruisers are armed with medium-range missile launchers set at key
locations along the ship's hull. Each launcher contains 6 missile tubes
allowing volleys of up to 6 missiles to be fired at a single target per
launcher. Once depleted, the missile launchers are reloaded by an
automated loading system that takes 15 seconds (one melee round) to reload
all 8 missiles. Armor-piercing smart missiles are usually used to avoid
chances of friendly fighters being shot down by the missiles.
- PRIMARY PURPOSE: Anti-Aircraft
- SECONDARY PURPOSE: Anti-Warship
- MISSILE TYPES: Any type of UN Spacy Medium Range Missile can be
used. Smart missiles are commonly used to avoid hitting friendly
aircraft.
- RANGE: Varies, typically 60 miles (80.4 km).
- SPEED: Varies, typically 1600mph (2571kmph).
- DAMAGE: Varies, typically 2D4x10 M.D.
- BLAST RADIUS: Varies, typically 15 feet.
- RATE OF FIRE: Volleys of 2, 4 or 6 missiles per launcher.
- PAYLOAD: Each launcher holds 6 missiles. Once the missiles are
expended the launcher is reloaded within 1 round via an automated
system. The reload system holds 36 missiles per launcher.
- HEAVY AUTO-CANNONS (10) (4 in Improved Progress): Several
rapid-loading, liquid-cooled autocannons, similar to those of the HWR-00
Mk.II Monster, can be used against both fighters and other
ships, though they do need to switch loading mechanisms to load the proper
shells. The cannons can be slaved to a single fire control system, providing
devastating firepower through each blast, or separated to increase the rate of
fire. Eight (or four) cannons are mounted facing forward, while the other 2
(or zero) face behind the ship.
- PRIMARY PURPOSE: Assault
- SECONDARY PURPOSE: Anti-Warship
- RANGE: 60 miles (80.4 km) in an atmosphere. Double in space.
- DAMAGE: 1D4x1000 M.D. per cannon for anti-ship rounds, 3D6x100
M.D. for anti-mecha case rounds
- RATE OF FIRE: Each cannon can fire twice per melee. Cannons are
fired in volleys of 2.
- PAYLOAD: 40 Anti-ship and 20 Anti-Mecha rounds for each
auto-cannon.
- PINPOINT BARRIER DEFENSE SYSTEM: Originally developed by
researchers onboard the SDF-01 Macross during Space War One, the Pinpoint
Barrier System is a standard defense system on board all UN Spacy
starships, including the Progress cruisers. The system
generates three small disc-shaped force fields that can be positioned
anywhere along the ship to deflect missiles, energy beams or
projectiles. Each pinpoint barrier is about 200 ft (61 m) in length and
can absorb up to 2,500 MD in damage, which then regenerates within four
seconds (1 melee round). The barriers can also be layered on top of
each other to generate a field which provides 10,000 MDC and can even
deflect heavy particle beams (sometimes).
The three barriers are controlled by operators in the command tower of the
cruiser. These operators are instructed to defend (1) the command tower,
bridge, and sensor array, (2) main engines, (3) hangar bays, and (4)
weapon systems, in that order. The operators primarily concentrate on
defending the ship against larger spacecraft and leave defense against
mecha attacking the cruiser to the VF pilots.
- PRIMARY PURPOSE: Defense (the pinpoint barrier system cannot be
used as a weapon)
- RANGE: Up to 300 feet (91.5 m) from the surface of the vessel.
- DAMAGE CAPACITY: Can sustain up to 2,500 MD per round.
Regenerates at a rate of 2,500 MD per melee round.
- RADIUS: 200 ft (61 m)
- DEFENSIVE MOVEMENT: Can move from one end of the cruiser to the
other in less than a single round. Trained operators can attempt to
block attacks up to 8 times per melee (counts as a parry) and are at
+7 to block. Untrained characters can parry up to their number of
hand-to-hand attacks with their normal parry bonuses only.
- PAYLOAD: Nearly inexhaustible. Will work as long as system is
functional (see below) and engines are intact. If main engines are
destroyed, the barrier will loose power and not function.
- NOTE: If all three barriers are grouped in a single spot they
can deflect a heavy particle beam attack, such as the one generated
by the Macross Cannon, Zentraedi/Varuta command warships, and some
Protodeviln. However, the beam will completely destroy all three
barriers and put incredible strain on the pinpoint barrier system, to
the point where it may short out. After deflecting an energy beam,
roll percentile dice on the table below to determine additional
effects/damage.
- 01-05: Lucked out, system will be operational in 1D6 hours.
- 06-20: Minor damage, system will require 4D6 hours to
repair.
- 21-35: Major damage, system will require 2D6x10 hours to
repair (yes, DAYS of work).
- 36-64: Completely destroyed! System can be rebuilt, but
will require new parts and 2D6 DAYS of work to
replace.
- 65-79: Major damage, system will require 2D6x10 hours to
repair.
- 80-94: Minor damage, system will require 4D6 hours to
repair.
- 95-99: Lucked out, system will be operational in 1D6 hours.
- 00: It's a miracle! Trivial damage only, system will
be operational again in only 4D6 melee rounds!
SYSTEMS OF NOTE:
- ANTIGRAVITY PROPULSION SYSTEM: The Progress cruisers are
equipped with an anti-gravity propulsion system used for planetary landings
and liftoffs. The system is good for vertical ascent/descent only and can
lift the ship at speeds of up to 1,320 feet (400 m) per minute. The system
will function so long as the main engines can supply energy to it.
- HYPERSPACE COMMUNICATIONS: Based on the same technology as the space fold system, the hyperspace communications relay allows faster-than-light communication between UN Spacy starships and other vessels or planetary bases. Hyperspace communications are still not instantaneous, however. Audio/video communication travels through hyperspace
at a rate of about 1 second per 4000 light years, so messages communicated over vast distances can still take seconds or minutes to arrive.
- LIFE SUPPORT SYSTEMS: The cruisers have sufficient life
support to provide breathable air and comfortable temperatures for 1200
people for up to 20 years (air is recycled). In an emergency the life support
system can support up to 2,000 people at one time, though living conditions
onboard will get extremely cramped at that point. The cruiser also holds
sufficient food and water to support 1200 people for up to 6 months.
- LONG-RANGE LASER/SATELLITE RELAY COMMUNICATIONS: The impressive
communications array of the cruiser can communicate with up to 1,000
craft simultaneously at ranges of up to 900 miles (1,440 km). This range can
be boosted indefinitely by using satellites or other spacecraft as to relay
communications.
- LONG-RANGE RADAR: The radar array of the cruiser is equally
as impressive as the communication system, and can track and identify up to
2,000 craft simultaneously. The radar system has a 2,000 mile/3,200 km range.
- SPACE FOLD SYSTEM: For FTL propulsion, the cruiser is
equipped with an ORTEC/Shinnakasu/General Galaxy Advanced Fold System Cluster,
capable of propelling the cruiser through hyperspace at speeds up to
3.28x10^10 mps (5.25x10^10 kmps), or 1 light year per 6 minutes. The range of
the fold drive is theoretically unlimited except by the life expectancy of the
spacecraft.
- SUBLIGHT ENGINES: As a backup to the Fold System, the cruiser is equipped with ORTEC/Centinel Impulse Drive Cluster engines that can
propel the craft at speeds up to 0.20 speed of light (32,000 miles per second)
in space. Note that these engines are mainly intended for rapid movement
inside a planetary system and are not suited for long voyages between star
systems. In a planetary atmosphere the cruiser is limited to speeds of Mach 3
maximum due to hull stress.
- SUBSPACE MASS SENSORS: The Progress cruisers are equipped
with subspace sensors, which are based on the same principles as the
hyperspace communications array. These sensors can essentially instantly
detect mass readings and movement of objects up to 1 AU (93 million miles)
distant from the cruiser, and the readings are used both for early warning and
for navigation when traveling at sublight speeds. Readings taken with the
subspace sensors are not very detailed (-25% penalty when trying to identify a
detected object) and cannot detect objects of less than 60,000 kg (this
includes most variable fighters).
MECHA COMPLEMENT (STANDARD):
- Progress-class
- Improved Progress-class
NOTE: The Progress cruisers have enough room to hold an
additional squadron (12 fighters) if necessary, though the landing bays
would be extremely cramped at that point.